Music – Starting final recording for the first level track. Compose 2nd level track, Compose game over & victory music.

Week 10 - Wednesday, Nov 11

Art – Scientist placeholders done, start first level background.

Code - Crowd meter is implemented, front and back collisions are added. Damage/power system finished off. Testing Begins.Grunt AI integrated. Decide which control scheme is used then add steering to it.

Music - Start final drum and vocal tracking for first level track. Compose 2nd level track. Finish game over & victory music.

Week 11 - Wednesday, Nov 18

Art - First background finished.

Code – Crowd meter is linked to the combo meter, scientists can now decrease the crowd meter when in position. Front/Back collisions polished. Testing results are put into effect. Scientist AI integrated.

Wednesday, October 28, 2009

Pull back on the mouse in the opposite direction of where you want to go. Then an arrow grows in the direction you want to go, the larger the arrow the fast the player goes. like pinball. When he's in motion then you can steer just by moving the mouse. The faster he goes the harder to steer he is.

Click once to stop and if a new movement is entered the player slows down to a stop then takes off again so they don't just keep shooting him places.

Tuesday, October 13, 2009

The characters need to bicker at each other during gameplay. It could be whoever you don't have selected talks by means of either a speech bubble (That'll appear over their tracking icon if they're off screen) or just by audio clips.

Monday, October 12, 2009

The perspective was really off and still slightly is (in the top right corner) so that needs to be addressed. The other part is an unexploded atom bomb would be awesome. When the resistance arrives they drive up brake hard and accidentally bump it where it freaks out for a second then fizzles out with a plume of smoke.

So this is the enemy the player will see the most of. In line with the game the scarier the mask on the enemy the weaker he actually is. This came from a variety of sources, the main one being US swat team outfits and body armor. He needs to look half military and half police force. The cattle prod being the best weapon for subduing people.

Monday, October 5, 2009

Key feedback from the play testing:- Clicking a spot should be able to move the character there.- Players need negative feedback if they decide to just drag the character around instead of throwing him.- There might be too little friction- Enemies move like they're on crack- There needs to be more indication of where the player is traveling after he's thrown- Players enjoy the act of throwing and hitting things but they need direction- Players are able to quickly get a feel for the controls

Saturday, October 3, 2009

EDIT: It might be helpful to make damage and momentum into one unit, so 3/100 = one general collision unit then use those to tweak.

This assumes both the player and enemy have a health of 100 and a max momentum of 3.

Drag mode – When the mouse is down

Click move – When the player is moving to a spot the player clicked

Before the hit

When the player is within a close distance to an enemy that can damage him a dodge icon should appear over that enemies head. Also if there is an enemy he can damage the player can hit a button in order to strengthen the attack (+10) if he hits it at the right time, otherwise the damage is less than normal (-10).

Enemy hits Player (enemy momentum > player momentum)

The enemy is behind the player (enemy always wins this no matter what momentum level the player is at)

Who am I?

Lawrence is a Game Designer and Illustrator from New Jersey. He makes pretty things and amazing games when he's not busy doodling ugly creatures.
Check out his main site at:
http://www.goodnightlawrence.com